Squid's World Wikia
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https://squids-world5e.fandom.com/wiki/Main_Page
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Main Page
0
1
1
2015-11-22T02:00:22Z
UNIDM
27262606
Created page with "Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!"
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Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
41a8d7b262fe836f068a60c00cfcc3dc356016ea
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2015-11-22T02:00:54Z
UNIDM
27262606
Adding categories
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Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
[[Category:Magic Items]]
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2015-11-23T17:20:33Z
UNIDM
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This italics!
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Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span>
[[Category:Magic Items]]
01bfd9764d23b6a4b05b7ef2c364345b4dd2c349
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15
2015-11-24T20:12:37Z
TheOverlord202
27274109
Adding categories
wikitext
text/x-wiki
Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span>
[[Category:Magic Items]]
[[Category:Monsters]]
c7a49fc13e0a4142fde50bfad50a45be21ef41e5
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2015-11-27T21:47:00Z
UNIDM
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Adding categories
wikitext
text/x-wiki
Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span>
[[Category:Magic Items]]
[[Category:Monsters]]
[[Category:NPCs]]
de9c18c8b86cfbcfa16d4d483f0769d5771eedfb
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2015-12-03T20:40:46Z
UNIDM
27262606
Adding categories
wikitext
text/x-wiki
Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span>
[[Category:Magic Items]]
[[Category:Monsters]]
[[Category:NPCs]]
[[Category:Areas]]
cd11c2399dfd101ea94da3164f628afacd9e370d
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2015-12-08T02:49:59Z
UNIDM
27262606
Adding categories
wikitext
text/x-wiki
Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span>
[[Category:Magic Items]]
[[Category:Monsters]]
[[Category:NPCs]]
[[Category:Areas]]
[[Category:Landmarks]]
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2015-12-09T15:03:09Z
UNIDM
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wikitext
text/x-wiki
Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand the pages on this wiki, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span>
[[Category:Magic Items]]
[[Category:Monsters]]
[[Category:NPCs]]
[[Category:Areas]]
[[Category:Landmarks]]
6c752310f48a721d1a04761341a22b722d3623e1
Category:Magic Items
14
2
3
2015-11-22T02:03:14Z
UNIDM
27262606
Created page with "Anthrax (revolver)"
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Anthrax (revolver)
455187f2b1799f5a18c5b0d6e238cc81312529f5
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2015-11-22T02:16:47Z
UNIDM
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[[Anthrax (revolver)]]
e42ce9d78bd138b36f3dc048fc334fca4e8c0ff6
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2015-11-22T02:53:07Z
UNIDM
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[[Anthrax (revolver)]]
[[Lizard's Mouth]]
fba34fe888e093e4c9e00014c75ed266fa28ec35
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2015-11-27T22:55:47Z
73.236.115.92
0
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[[Anthrax (revolver)]]
[[Lizard's Mouth]]
[[Whiplash]]
3a357a16b7327f7f0d40100ecf8615b5c445abb9
Board:General Discussion
2000
3
4
2015-11-22T02:14:17Z
Wikia
22439
Created page with "This board is for general conversations about the wiki."
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This board is for general conversations about the wiki.
d7abd28c095a47ac6602623b38d40b190dde32b1
Board:News and Announcements
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4
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2015-11-22T02:14:17Z
Wikia
22439
Created page with "Breaking news and information!"
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Breaking news and information!
75a0cfab31bbae73ec865e1a5a650ec9cc60e84a
Board:New on Squid's World Wikia
2000
5
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2015-11-22T02:14:17Z
Wikia
22439
Created page with "Want to share something that's just been posted on this wiki, or congratulate somebody for an outstanding contribution? This is the place!"
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Want to share something that's just been posted on this wiki, or congratulate somebody for an outstanding contribution? This is the place!
cf78a77040c7722d7acf80ac27a1c2a04b891046
Board:Questions and Answers
2000
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2015-11-22T02:14:17Z
Wikia
22439
Created page with "Got a question about the wiki, or the topic? Ask your questions here!"
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Got a question about the wiki, or the topic? Ask your questions here!
f461d94839059b04d1461dac997b31275cfeb2b9
Board:Fun and Games
2000
7
8
2015-11-22T02:14:17Z
Wikia
22439
Created page with "This board is for off-topic conversation -- a place to hang out with your Squid's World Wikia friends."
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This board is for off-topic conversation -- a place to hang out with your Squid's World Wikia friends.
22dfcb570baf610549907e02e630e132bf2c5c3f
Anthrax (revolver)
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2015-11-22T02:39:40Z
UNIDM
27262606
description & mechanics
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Anthrax is a Rare [[aberrant revolver]] that deals both piercing and poison damage. Despite its rarity and atrociousness as a combat tool, it has been frequently sought by [[Ruthless]] for use in effective crowd control. It is dropped occasionally by [[Oversized Bacteriophages]] and very rarely found in Gelatinous Cubes (1%) and [[Corrupt Gelatinous Cubes]] (2%)
'''Mechanics'''
Revolver: Weapon. Attributes - On hit, D.C. 12 Constitution saving throw or poisoned for 1 hour. When other creature enters combat space within 5 feet of poisoned creature, it makes said saving throw. Critical Hit: + 1d6 poison damage.
'''Attunable'''
[[Attunability Traits]]: You cannot take poison damage or be poisoned from any effects this weapon causes (such as coming within 5 feet of a poisoned creature)
6f4f9d1fc6487a6e65824ea197bae546ddf1f83f
Lizard's Mouth
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9
12
2015-11-23T00:52:37Z
UNIDM
27262606
Created page with "Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage."
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Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage.
593aa462798e443158b019c3f3669cc50a7a07e9
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2015-11-23T17:17:29Z
UNIDM
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Italics!
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Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage.
''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''Player's Handbook, ''the ''Monster Manual, ''and the ''Dungeon Master's Guide.
4f3caaf37ee19995a2bd630cabeab63d7197d4fb
14
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2015-11-23T17:19:52Z
UNIDM
27262606
oops
wikitext
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Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage.
593aa462798e443158b019c3f3669cc50a7a07e9
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2015-11-23T22:15:37Z
UNIDM
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Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. It is relatively easy to get, as it drops from the [[Bone Captain]], which can be even the first boss fought by the player characters. It will also rarely (5%, 1/20) drop from [[Black Lizard Minions]]. The daggers can be used quite effectively even at higher levels, when multiple are used with the help of a [[Crit Beacon]].
b2bd15778d42eed115a1754eeb901525b2d5f3bd
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16
2015-11-27T22:50:19Z
73.236.115.92
0
Mechanics
wikitext
text/x-wiki
Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. It is relatively easy to get, as it drops from the [[Bone Captain]], which can be even the first boss fought by the player characters. It will also rarely (5%, 1/20) drop from [[Black Lizard Minions]]. The daggers can be used quite effectively even at higher levels, when multiple are used with the help of a [[Crit Beacon]].
'''Mechanics'''
Dagger: On a critical hit, the target must make a DC 12 Constitution saving throw or take 1d4 [[recurring]] acid damage. The target can repeat the saving throw at the beginning of Their turn to end the damage. '''Upgradable: '''increases recurring damage to 1d6 (#2), 1d8 (#3) and 1d10 (#4). The dagger cannot be upgraded further.
9a5bef2d55dac03d19e0da0ae1bb3d4a3b0b1482
23
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2015-11-27T22:52:26Z
73.236.115.92
0
wikitext
text/x-wiki
Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. It is relatively easy to get, as it drops from the [[Bone Captain]], which can be even the first boss fought by the player characters. It will also rarely (1%, 1/100) drop from [[Black Lizard Minions]]. The daggers can be used quite effectively even at higher levels, when multiple are used with the help of a [[Crit Beacon]].
'''Mechanics'''
Dagger: On a critical hit, the target must make a DC 12 Constitution saving throw or take 1d4 [[recurring]] acid damage. The target can repeat the saving throw at the beginning of Their turn to end the damage. '''Upgradable: '''increases recurring damage to 1d6 (#2), 1d8 (#3) and 1d10 (#4). The dagger cannot be upgraded further.
88fed34dfaf8580d477799dda706b4e509b47d4e
Bone Captain
0
10
17
2015-11-24T01:35:29Z
TheOverlord202
27274109
Created page with "[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] Write the first paragraph of your page here. Write the first section of your page here. ==Section ..."
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[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]]
Write the first paragraph of your page here.
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
797404eecb4a93e3edbca7fc6f47e2186def7cea
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2015-11-24T01:36:27Z
TheOverlord202
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wikitext
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IP[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]]
16a83a83b6d5ef295b31d1635a73a349fc998875
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18
2015-11-24T01:37:01Z
TheOverlord202
27274109
wikitext
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[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]]
07cf217910620bdbee0fb399cd5a25248cc72262
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2015-12-09T17:17:10Z
TheOverlord202
27274109
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<span>(No content)</span>
791be3d24d661b813c66fa676cda1e1cf32b5fb2
Category:Monsters
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11
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2015-12-09T15:06:46Z
UNIDM
27262606
added a sentient potato
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[[Tuberskulk]]
b3747033957625b12f04ec057fb791bafd25b511
42
28
2015-12-09T17:23:08Z
TheOverlord202
27274109
Removing all content from page
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2015-12-12T14:03:11Z
UNIDM
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[[Khaanic shadows]]
f2198ee8bc9bc1146c5f3e0fd22d4ee8d3cbde76
Aberrant revolver
0
12
29
2015-12-09T15:06:47Z
TheOverlord202
27274109
Created page with "(No content)"
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(No content)
18fc177513f11673ba7b7a68bc24c6e7ac6d3634
Tuberskulk
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13
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2015-12-09T15:11:57Z
UNIDM
27262606
Created page with "The"
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The
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2015-12-09T17:17:25Z
TheOverlord202
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<span>(No content)</span>
791be3d24d661b813c66fa676cda1e1cf32b5fb2
Whiplash
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2015-12-09T17:14:47Z
TheOverlord202
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Created page with "(No content)"
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(No content)
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Ruthless
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15
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2015-12-09T17:18:11Z
TheOverlord202
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Created page with "<span>(No content)</span>"
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<span>(No content)</span>
791be3d24d661b813c66fa676cda1e1cf32b5fb2
Black Lizard Minions
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2015-12-09T17:18:30Z
TheOverlord202
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Boss drop
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2015-12-09T17:19:00Z
TheOverlord202
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Created page with "<span>(No content)</span>"
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<span>(No content)</span>
791be3d24d661b813c66fa676cda1e1cf32b5fb2
Crit Beacon
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2015-12-09T17:19:20Z
TheOverlord202
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791be3d24d661b813c66fa676cda1e1cf32b5fb2
Recurring
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2015-12-09T17:19:37Z
TheOverlord202
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<span>(No content)</span>
791be3d24d661b813c66fa676cda1e1cf32b5fb2
Oversized Bacteriophages
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2015-12-09T17:20:16Z
TheOverlord202
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<span>(No content)</span>
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2015-12-12T03:18:30Z
98.216.122.200
0
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Target the head. avoid the legs. the also have blindvision and are the sive of a small halfling or gnome
7b871f9aea67cad9ed7a2ff7199d60ed785f8fb1
Corrupt Gelatinous Cubes
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2015-12-09T17:20:57Z
TheOverlord202
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<span>(No content)</span>
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Attunability Traits
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2015-12-09T17:21:32Z
TheOverlord202
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Created page with "<span>(No content)</span>"
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<span>(No content)</span>
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Khaanic shadows
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2015-12-12T03:07:37Z
98.216.122.200
0
I made a page
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The Khaanic shadow is a weak summonable creature, often used by unprofessional mages to protect themselves or their stuff. They are almost always found in packs of three or more.
{| class="article-table"
!Str.
!Dex.
!Con.
!Int.
!Wis.
!Cha.
|-
|9-10
|15-17
|11
|10-11
|15
|8
|-
|No skills
|Acro +6
Sneak +6
Slight o'H +7
|No skills
|Reads whatever
language summoner
can
|Darkvis
60ft
PassPer
13
|
|-
|
|
|
|
|
|
|}
I can't download a pic, but look up tinkerbat on images to see a pic
They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic.
Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage
Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something.
Only Nimble when unarmored
Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14
Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing
Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as
* Cutlasses
* Crossbows
* any simple weapon
* rope (for tying people)
* Homemade bolas
* feather dusters (tickle tickle!)
* torches (burn weapons)
Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon.
Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead)
c4fca3dac416787f56b640ef54ab445a1b7f67ec
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2015-12-12T19:06:42Z
UNIDM
27262606
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A Khaanic shadow is a weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed."
{| class="article-table"
!Str.
!Dex.
!Con.
!Int.
!Wis.
!Cha.
|-
|9-10
|15-17
|11
|10-11
|15
|8
|-
|No skills
|Acro +6
Sneak +6
Slight o'H +7
|No skills
|Reads whatever
language summoner
can
|Darkvis
60ft
PassPer
13
|
|-
|
|
|
|
|
|
|}
I can't download a pic, but look up tinkerbat on images to see a pic
They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic.
Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage
Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something.
Only Nimble when unarmored
Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14
Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing
Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as
* Cutlasses
* Crossbows
* any simple weapon
* rope (for tying people)
* Homemade bolas
* feather dusters (tickle tickle!)
* torches (burn weapons)
Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon.
Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead)
efa2ade761f61b7c64fa8e047bf30de9fa81f0f7
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2015-12-12T19:22:29Z
UNIDM
27262606
wikitext
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A Khaanic shadow is a [[neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed
{| class="article-table"
!Str.
!Dex.
!Con.
!Int.
!Wis.
!Cha.
|-
|9-10
|15-17
|11
|10-11
|15
|8
|-
|No skills
|Acro +6
Sneak +6
Slight o'H +7
|No skills
|Reads whatever
language summoner
can
|Darkvis
60ft
PassPer
13
|
|-
|
|
|
|
|
|
|}
I can't download a pic, but look up tinkerbat on images to see a pic
They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic.
Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage
Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something.
Only Nimble when unarmored
Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14
Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing
Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as
* Cutlasses
* Crossbows
* any simple weapon
* rope (for tying people)
* Homemade bolas
* feather dusters (tickle tickle!)
* torches (burn weapons)
Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon.
Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead)
3f38c58d7fcb3995823741ad9970490f66bda9ff
48
47
2015-12-12T19:24:22Z
UNIDM
27262606
wikitext
text/x-wiki
A Khaanic shadow is a [[neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[The Prime Phantom|Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed.
{| class="article-table"
!Str.
!Dex.
!Con.
!Int.
!Wis.
!Cha.
|-
|9-10
|15-17
|11
|10-11
|15
|8
|-
|No skills
|Acro +6
Sneak +6
Slight o'H +7
|No skills
|Reads whatever
language summoner
can
|Darkvis
60ft
PassPer
13
|
|-
|
|
|
|
|
|
|}
I can't download a pic, but look up tinkerbat on images to see a pic
They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic.
Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage
Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something.
Only Nimble when unarmored
Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14
Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing
Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as
* Cutlasses
* Crossbows
* any simple weapon
* rope (for tying people)
* Homemade bolas
* feather dusters (tickle tickle!)
* torches (burn weapons)
Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon.
Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead)
d3e57196658513f868471797f275f7ad0dde6384
49
48
2015-12-12T19:27:01Z
UNIDM
27262606
wikitext
text/x-wiki
A Khaanic shadow is a [[Neutrality (alignment)|neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[The Prime Phantom|Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed.
{| class="article-table"
!Str.
!Dex.
!Con.
!Int.
!Wis.
!Cha.
|-
|9-10
|15-17
|11
|10-11
|15
|8
|-
|No skills
|Acro +6
Sneak +6
Slight o'H +7
|No skills
|Reads whatever
language summoner
can
|Darkvis
60ft
PassPer
13
|
|-
|
|
|
|
|
|
|}
I can't download a pic, but look up tinkerbat on images to see a pic
They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic.
Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage
Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something.
Only Nimble when unarmored
Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14
Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing
Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as
* Cutlasses
* Crossbows
* any simple weapon
* rope (for tying people)
* Homemade bolas
* feather dusters (tickle tickle!)
* torches (burn weapons)
Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon.
Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead)
a1918f43a1e90212a521430815916a01c61f15f8
Khaan
0
24
50
2015-12-12T22:26:03Z
98.216.122.200
0
Created
wikitext
text/x-wiki
Khaan is a . The homeland of the khajiit race, khaan is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert.
== Outlaws ==
Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits.
=== Desert Orc tribes ===
Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and Kankiri potions occasionally.
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally Kankiri potions.
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
8b30d3e1f79185e1ce2ccd4c4583235160caf09b
Khajiit
0
25
51
2015-12-12T22:32:14Z
98.216.122.200
0
Created.
wikitext
text/x-wiki
Khajiit are the most populous native inhabitants of Khaan. They appear as cat-like people, and have incredible reflexes and balance. They are medium sized, and occasionally have the inborn ability to cast ''jump'' on themselves. They almost always live in towns and villages, but have very good survival skills. They are know to have low charisma, though, a price to pay for the dexterity and constitution of their race.
e336202405bddd5f23393ada038411c7184c10de
Khaan
0
24
52
50
2015-12-12T22:34:40Z
98.216.122.200
0
links
wikitext
text/x-wiki
Khaan is a . The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert.
== Outlaws ==
Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits.
=== Desert Orc tribes ===
Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and Kankiri potions occasionally.
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally Kankiri potions.
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
9f60e430559de8ef56cf97d863f1157dc58ee45e
54
52
2015-12-12T22:38:17Z
98.216.122.200
0
Kankiri links
wikitext
text/x-wiki
Khaan is a . The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert.
== Outlaws ==
Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits.
=== Desert Orc tribes ===
Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and [[Kankiri potions]] occasionally.
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri potions]].
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
3c61bda1ff42e5b2d0bae0244ae9fa5b0beabf33
55
54
2015-12-12T22:39:18Z
98.216.122.200
0
Kankiri links
wikitext
text/x-wiki
Khaan is a . The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert.
== Outlaws ==
Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits.
=== Desert Orc tribes ===
Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and [[Kankiri Potions]] occasionally.
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]].
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
dee18b5a7ca9b927597c443f6ce487f4067769eb
56
55
2015-12-12T22:56:52Z
UNIDM
27262606
wikitext
text/x-wiki
The Khaan is a southeastern desert close to the [[Altair Mountains]]. The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert.
== Outlaws ==
Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits.
=== Desert Orc tribes ===
Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and [[Kankiri Potions]] occasionally.
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]].
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
6e2e783e49da288aac8b5568caea18a1733a64b5
59
56
2015-12-13T02:05:42Z
UNIDM
27262606
added monster table
wikitext
text/x-wiki
The [[Khaan]] is a southeastern desert close to the [[Altair Mountains]]. The [[Khaan]] is very dry and arid place with small scrubby vegetation and and water is mostly found in small to large oases. Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert.
== People, monsters and outlaws ==
A prominent shaping feature of the Khaan is its excessive number and variety of monsters and outlaws, which makes town life unpredictable and very dangerous if you are a person of wealth. There are several dangerous outlaws and creatures, as listed:
{| class="article-table"
!NPC/Monster/Enemy
!Outer Khaan
!Middle Khaan
!Inner Khaan
!Urban Khaan
![[Khaan]] Only
|-
|[[Orc Tribes|Desert Orcs]]
|Uncommon
|Uncommon
|Rare
|Rare
|Yes
|-
|[[Sunni Tribes|Sunni Bandits]]
|Uncommon
|Common
|Uncommon
|Rare
|Yes
|-
|[[Goblins]]
|Common
|Uncommon
|Rare
|Uncommon
|No
|-
|[[Sandwurm]]
|Nonexistant
|Rare
|Rare
|Nonexistent
|Yes
|-
|'''Air Elementals'''
|Rare
|Rare
|Rare
|Rare
|No
|-
|[[Vortex]]
|Rare
|Rare
|Rare
|Nonexistent
|No
|-
|
|
|
|
|
|
|-
|
|
|
|
|
|
|}
Random Encounter Table (WIP)
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]].
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a [[Sunni Bandit Leader]], the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
10ca41773b42f3f39e4e83fe413be53b952da330
64
59
2015-12-13T02:46:26Z
98.216.122.200
0
/* Towns and cities */
wikitext
text/x-wiki
The [[Khaan]] is a southeastern semi-desert close to the [[Altair Mountains]]. The [[Khaan]] is very dry and arid place with small scrubby vegetation and and water is mostly found in small to large oases. Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oases, but also roam the semi-desert.
== People, monsters and outlaws ==
A prominent shaping feature of the Khaan is its excessive number and variety of monsters and outlaws, which makes town life unpredictable and very dangerous if you are a person of wealth. There are several dangerous outlaws and creatures, as listed:
{| class="article-table"
!NPC/Monster/Enemy
!Outer Khaan
!Middle Khaan
!Inner Khaan
!Urban Khaan
![[Khaan]] Only
|-
|[[Orc Tribes|Desert Orcs]]
|Uncommon
|Uncommon
|Rare
|Rare
|Yes
|-
|[[Sunni Tribes|Sunni Bandits]]
|Uncommon
|Common
|Uncommon
|Rare
|Yes
|-
|[[Goblins]]
|Common
|Uncommon
|Rare
|Uncommon
|No
|-
|[[Sandwurm]]
|Nonexistant
|Rare
|Rare
|Nonexistent
|Yes
|-
|'''Air Elementals'''
|Rare
|Rare
|Rare
|Rare
|No
|-
|[[Vortex]]
|Rare
|Rare
|Rare
|Nonexistent
|No
|-
|
|
|
|
|
|
|-
|
|
|
|
|
|
|}
Random Encounter Table (WIP)
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]].
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a [[Sunni Bandit Leader]], the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting the [[Red Soul Bandit]]), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
=== [[Dyphalge]]: ===
On a small lake fed by a river in the nearby Altair mountains, Dyphalge was once a prosperous town. Now all that remains is the wreckage of the town and one guardtower. It is said that the civil war that caused it's ruin also created the well known [[Khaanic shadows]]. It also rumored that it is the lair of the dreaded [[Red Soul Bandit]], who preys on anyone who comes down the river or comes near the ruins.
=== Abniaz: ===
Abniaz is a large trading city in the near center/center of the Khaan. It is seemingly remote, but holds 3 main advantages as to why it is so successful.
* Slate mines
* observatory and temple
* major trade rout pitstop location
Abniaz is the most prominent stop on the major trans-Khaan trade rout, selling both large amounts of cheap slate (from the mines), and the famous [[Kankiri Potions|kankiri potions]] (from the temple observatory). It is also a major religious center, being where the religiously blessed potions were made, and where [[Big Bensai]] observatory is found. While seemingly small for a trade center compared to more coastal areas, Abniaz is one of if not the largest city in the Khaan.
=== Durlan's Shak-hold ===
Durlan's shak-hold is a site of both historic and modern military importance. While also being a fair sized oasis-town, this military stronghold is renown for it's military and heroes. Two hundered years ago, this oasis was the place that [[Durlan Harash]] and his hundred men stood their ground in a battle against desert orc cheiftan [[Harag-nuf]] and his army. The Khajiit army won out, an the town of Durlan's Shak-hold was created by the survivors. Today, the town is an important stronghold, know for never losing a battle to the notoriously harsh surrounding tribes and monsters. Crime is extremely low in that area of the Khaan, mostly because most everyone there has had professional weapons training from the large battle college.
4a0340af2a7d14dd8e3d728756bc65483fbfcf53
66
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/* Durlan's Shak-hold */
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The [[Khaan]] is a southeastern semi-desert close to the [[Altair Mountains]]. The [[Khaan]] is very dry and arid place with small scrubby vegetation and and water is mostly found in small to large oases. Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oases, but also roam the semi-desert.
== People, monsters and outlaws ==
A prominent shaping feature of the Khaan is its excessive number and variety of monsters and outlaws, which makes town life unpredictable and very dangerous if you are a person of wealth. There are several dangerous outlaws and creatures, as listed:
{| class="article-table"
!NPC/Monster/Enemy
!Outer Khaan
!Middle Khaan
!Inner Khaan
!Urban Khaan
![[Khaan]] Only
|-
|[[Orc Tribes|Desert Orcs]]
|Uncommon
|Uncommon
|Rare
|Rare
|Yes
|-
|[[Sunni Tribes|Sunni Bandits]]
|Uncommon
|Common
|Uncommon
|Rare
|Yes
|-
|[[Goblins]]
|Common
|Uncommon
|Rare
|Uncommon
|No
|-
|[[Sandwurm]]
|Nonexistant
|Rare
|Rare
|Nonexistent
|Yes
|-
|'''Air Elementals'''
|Rare
|Rare
|Rare
|Rare
|No
|-
|[[Vortex]]
|Rare
|Rare
|Rare
|Nonexistent
|No
|-
|
|
|
|
|
|
|-
|
|
|
|
|
|
|}
Random Encounter Table (WIP)
=== Sunni tribes ===
The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]].
==== Sunni Bandits ====
Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a [[Sunni Bandit Leader]], the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower.
=== Solo Bandits ===
The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting the [[Red Soul Bandit]]), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly.
== Towns and cities ==
=== [[Dyphalge]]: ===
On a small lake fed by a river in the nearby Altair mountains, Dyphalge was once a prosperous town. Now all that remains is the wreckage of the town and one guardtower. It is said that the civil war that caused it's ruin also created the well known [[Khaanic shadows]]. It also rumored that it is the lair of the dreaded [[Red Soul Bandit]], who preys on anyone who comes down the river or comes near the ruins.
=== Abniaz: ===
Abniaz is a large trading city in the near center/center of the Khaan. It is seemingly remote, but holds 3 main advantages as to why it is so successful.
* Slate mines
* observatory and temple
* major trade rout pitstop location
Abniaz is the most prominent stop on the major trans-Khaan trade rout, selling both large amounts of cheap slate (from the mines), and the famous [[Kankiri Potions|kankiri potions]] (from the temple observatory). It is also a major religious center, being where the religiously blessed potions were made, and where [[Big Bensai]] observatory is found. While seemingly small for a trade center compared to more coastal areas, Abniaz is one of if not the largest city in the Khaan.
=== Durlan's Shak-hold ===
Durlan's shak-hold is a site of both historic and modern military importance. While also being a fair sized oasis-town, this military stronghold is renown for it's military and heroes. Today, the town is an important stronghold, know for never losing a battle to the notoriously harsh surrounding tribes and monsters. Crime is extremely low in that area of the Khaan, mostly because most everyone there has had professional weapons training from the large battle college.
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Kankiri Potions
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Similar to the KanKan potions for the dark child. please describe
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Added what it does
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A Kankiri Potion is a [[common]] [[consumable]] dropped by Khaanic shadows (10%, 1/10: [1d4] ), Sunni tribesmen (10%, 1/10 [1d6] ), and Desert Orcs (15%, 3/20: [1d6]). Any bandit NPCs or enemies that are in the [[Khaan]] region labeled "[[Drop labels|CanDrop: Kankiri]]" have a chance to drop them as well (5%, 1/20: [1d4] ). When drunk, they have a 50% (1/2) chance to grant a +1 to passive Perception checks for 30 minutes. Multiple potions can be drunk within the same time block for more effect without initiating any sort of disease.
'''Origin'''
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Khaanic shadows
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A Khaanic shadow is a [[Neutrality (alignment)|neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Dyphalge]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[The Prime Phantom|Alfazarus]], was once a prospering town, possibly the most poopular in all of the [[Khaan]], popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed.
{| class="article-table"
!Str.
!Dex.
!Con.
!Int.
!Wis.
!Cha.
|-
|9-10
|15-17
|11
|10-11
|15
|8
|-
|No skills
|Acro +6
Sneak +6
Slight o'H +7
|No skills
|Reads whatever
language summoner
can
|Darkvis
60ft
PassPer
13
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|}
I can't download a pic, but look up tinkerbat on images to see a pic
They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic.
Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage
Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something.
Only Nimble when unarmored
Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14
Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing
Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as
* Cutlasses
* Crossbows
* any simple weapon
* rope (for tying people)
* Homemade bolas
* feather dusters (tickle tickle!)
* torches (burn weapons)
Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon.
Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead)
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User talk:UNIDM
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Created page with "I am a gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds. ~~~~"
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I am a gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds.
[[User:UNIDM|UNIDM]] ([[User talk:UNIDM|talk]]) 02:08, December 13, 2015 (UTC)
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Removing all content from page
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User:UNIDM
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Created page with "A gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds."
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A gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds.
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Category:Monsters
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[[Khaanic shadows]]
[[Oversized Bacteriophages|Oversized Bacteriophage]]
[[Tuberskulk]]
[[Corrupt Gelatinous Cubes|Corrupt Gelatinous Cube]]
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Durlan Harash
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Durlan Harash was an elite [[Khajiit]] warriors, who led a party of a hundred [[Khajiit]] to fight monsters in the then extremely dangerous [[Khaan]]. Two hundred years ago, the banks of ''Durlan's oasis'' was the place that Durlan Harash and his hundred men stood their ground in a battle against desert orc cheiftan [[Harag-nuf]] and his army. The [[Khajiit]] army won out, an the town of Durlan's Shak-hold was created by the survivors. Durlan Harash is the most well know hero in the [[Khaan]], and is the reason that khaanic trade routs even exist (they were originally too monster plagued to be traversable)
=== Durlan's Blade: ===
Durlan's blade is the scimitar said to have beed used by Durlan Harash. Rumored to be tree times better than a normal scimitar and said to give the wielder amazing athletic capabilities, the blade is now kept in the battle college in Durlan's Shak-hold, and occasionally wielded in battle by the college's leader.
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added dragons and people
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== Important People in History ==
[[Acacia Silvertooth]]
[[Durlan Harash]]
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== Important People in History ==
[[Acacia Silvertooth]]
[[Durlan Harash]]
== Shopkeepers ==
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Orc Tribes
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Throughout the world, orc societies have developed according to their surroundings, and there is quite a variety of them due to the numerous types of places they inhabit. Most orcs still have several things in common to define them as a race. The usually have large underbites with protruding tusk-like teeth. They are also generally strong in build, and many are known for their aggressiveness and quickness to anger. They also all acknowledge their origin from [[Acheron]].
== Desert Orcs (''Ankgador'') ==
== Altair Orcs (''Litungda'') ==
== Frost Orcs (''Effrischg'') ==
== Jungle Orcs (''Quatergia'') ==
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Category:Areas
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Created page with "The [[Khaan]]"
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The [[Khaan]]
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Neutrality
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Created some terms
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A creature can be neutral in two ways.
=== General Neutral ===
When a creature is referred to as general neutral, it means that any one of these creatures are probably neutral. This does not strictly mean that they are always neutral, as any incident can change them to hostile or friendly.
=== Passive/Neutral ===
This term means that a creature will not attack you. This is usually used to refer to one entity or a group of them at one moment. A passive neutral creature could be a small animal, a random townsfolk, or poog.
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